You start with 20 Favour Points (FP). 1 FP may be spent modifying any dice roll you make other than on the battlefield.

Step 1: Your Boss

You are represented on the battlefield by an ambitious Ork who decides to break away from the rest of his Clan and start his own.

Profile

WS

BS

S

T

W

I

A

Ld

Sv

Boss[td]4

2

4

4

2

2

2

7

6+

Wargear: Choppa and either Slugga or Choppa. He may buy 'Eavy Armour for 2 FP.

Step 2: Your Clan

Choose which of the Major Clanz your Boss came from, or which clan ethic your Boss follows. There are 6 Major Clanz and they are:- Bad Moons - Blood Axes - Death Skulls - Goffs - Snakebites - Evil Sunz Alternatively, you may decide that your Boss has no particular bias towards any particular facet of Orky 'kultur' and follows Gork and Mork in all their myriad forms.There are slight bonuses associated with each Clan. These are as follows:

Clan

Boss Upgrades

Core Mob Boyz

Common Mob Boyz

Bad Moons

Free Kustom Mega Blasta

Flash Gitz

Shoota Boyz

Blood Axes

Free Power Sword

Kommandos

Re-roll on this table

Death Skulls

Free Lucky Tattoos

Lootas

Re-roll on this table

Goffs

Free Big Horns; Waaagh Banner for a Boy for 2 FP

Skarboyz

Stikk Bommaz

Snakebites

Super Cyboar for 4 FP

Huntas (Feral Ork List)

Madboyz (Feral Ork List)

Evil Sunz

Warbike for 4 FP

Biker Boyz

Re-roll on this table

Nothing

-

Re-roll on this table

Re-roll on this table

Step 3: Forming the Waaagh!

Roll on the following tables to generate your warband:

Table 1.

Pay 1 FP and roll 2D6 on this table:

2D6

Ork(s)

Number

FP

Waaargear

2-3

Grotz

D6+1

1

Grot Blasta

4-5

Common Mob Boyz

6

Stikkbommaz

D3

2

Slugga & Close Combat Weapon, Frag & Krak Stikkbomz

7

Slugga Boyz

D6

1

Slugga & Choppa

8

Shoota Boyz

D6

1

Shoota (Roll a D6. On a 6, roll on the 'Eavy Weaponz Table.)

9-10

Core Mob Boyz

11

'Ard Boyz

D3

3

'Eavy Armour. Roll on the Normal Weaponz Table and Stikkbomz Table.

12

Roll on Table 2

Table 2.

You may roll up to twice for each roll you make on Table 1. Pay 2 FP (unless you roll via result 12 on Table 1) and roll 2D6 on this table:

Before battle, your Orks must form into mobs, or ‘mob up.’ You must have at least 3 Orks in each mob if possible. Your Boss is an Independent character. Oddboyz and Nobz may either lead mobs or act as a bodyguard to the Boss, in which case the Boss and his bodyguard form a mob. Vehicles act as normal. Wartrukks may be used as transport by any mob numbering less than 10 models, and may be used by more than 1 mob in each battle, but no more than 1 mob may be mounted in a Wartrukk at once.

Step 5: Growing the Waaagh

Gaining FPs

By fighting battles, your Boss will attract more attention from Gork and Mork. You generate more FPs from fighting and winning battles with which to attract more followers and gain more equipment.

Favour Table

Playing a battle

2

Fighting a warband with a Warband Rating at least 10 higher than yours

+5

Taking out an enemy Boss

+2

Winning a battle

+2

Beating a warband with a Warband Rating at least 10 higher than yours

+5

Wiping out an enemy Warband

+2

Your Boss fled

-2

Voluntarily routing from the battlefield

-2 (-1 for Blood Axes)

Boss Advancement

For every 6 FPs you gain, your Boss is entitled to a roll on the Boss Advancement Table. The Characteristics of your Boss may never exceed those below:

Profile

WS

BS

S

T

W

I

A

Ld

Boss[td]6

2

5

5

4

4

5

9

Boss Advancement Table

2D6

Result

2-4

Roll on Oddboy Advancement Table

5

An Oddboy joins your band; roll on the Oddboyz Table

6

Characteristic increase - Roll a D6: 1-3 +1S, 4-6 +1A

7

Characteristic increase - +1WS

8

Characteristic increase - Roll a D6: 1-3 +1I, 4-6 +1Ld

9

Characteristic increase - Roll a D6: 1-3 +1W, 4-6 +1T

10-12

[td]Roll on Oddboy Advancement Table.[/td][/tr][/table]

If you roll ‘Roll on Oddboy Advancement Table’ roll on the advancement table corresponding to the Oddboy you have in your band. If you do not have an Oddboy, count the result as a 5 instead. If you have more than 1 Oddboy, choose one of your Oddboys and roll on the corresponding advancement table.

Slava Advancement Table

2D6

Result

2-4

Attack Squig. Joins Boss or if he has one, a Nob.

5-6

Graba Stik. Given to Slava.

7

Ammo Runt. Joins Boss or if he has one, an Oddboy or a Nob.

8-9

Squighound. Joins Slava.

10-12

Grot (choose either Grot oiler or Grot orderly). The Grot joins a Mekkboy or a Mad Dok. If you have none of these, re roll this result.

Mad Dok Advancement Table

2D6

Result

2-4[td]Turns an Ork of your choice in your band into a Cybork.

5

Gives Boss, or if he slready has one, a Nob, a Bionik Arm.

6

‘Urty Syringe. Given to Mad Dok.

7

Dok’s Tools. Given to Mad Dok.

8

Gives Boss, or if he slready has one, a Nob, a Cybork Body.

9

Gives Boss, or if he already has one, a Nob, a Bionik Bonce.

10-12

Mad Dok Advancement: Mad Dok becomes a Painboss. He becomes and independant character. Modify his profile accordingly. If this result is rolled again, the Boss outlaws the Painboss: he is removed from the band.

Mekboy Advancement Table

2D6[td]Result[tr][td]2-3

Mega Armour. Given to the Boss. If this result is rolled again, you may give it to a Nob. Alternatively, you may upgrade an existing suit of Mega Armour to have a Mega Booster and a Stikkbomb Chukka.

4

Kustom Force Field. Given to Mekboy. 5 Burna. Given to Mekboy.

6

Kustom Job: roll a D6: 1-2 Shootier, 3-4 Blasta, 5-6 More Dakka. Upgrade for Boss’ Shoota or Slugga. If he already has one or does not have a Shoota or Slugga, you may upgrade a Nob or Oddboy’s Shoota or Slugga.

Mekboy Advancement: Mekboy becomes a Big Mek. He becomes an independant character. Modify his profile accordingly. If this result is rolled again, the Boss outlaws the Big Mek: he is removed from the band.